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hello, I have been receiving the payout remittance reports from Meta, but have not been able to receive payout from them ever!we are based abroad, which may be adding to the issue, but nonetheless.we have been above the payout threshold, and tried reaching out via the facebook payment support desk. I received some boilerplate messages and links, finally got a human to reply to me, asking me for documentation, but unable to receive any communication after sending the requested documents in. Anybody experiencing the same issue? What would be the best way to get in touch with a human being to get this resolved??Appreciate your help!!james
With a stable branch of the Oculus app on Windows, everything works fine here and I don't have THIS problem.(Except I have a huge amount of colorful pixels, so I use the Beta branch which shows fewer artifacts. But this is not related to this topic.)But there's a problem with PTC Beta:I have an error when running games with OpenComposite. Here's the log : Spoiler (Highlight to read)[2023-10-30 22:43:35.191] Config::Config:251 - Checking for global config file...[2023-10-30 22:43:35.192] wini_parse:215 - Reading config file at F:\SteamLibrary\steamapps\common\SkyrimVR\opencomposite.ini[2023-10-30 22:43:35.192] parse_float:117 - Setting config param supersampleRatio to 1.000000[2023-10-30 22:43:35.192] parse_bool:63 - Setting config param renderCustomHands to false[2023-10-30 22:43:35.192] Config::Config:270 - Checking for app specific config file...[2023-10-30 22:43:35.192] wini_parse:215 - Reading config file at F:\SteamLibrary\steamapps\common\SkyrimVR\opencomposite.ini[202
Hi,We have been trying to integrate Add-ons into our app. However, on invoking the IAP.LaunchCheckoutFlow(sku).OnComplete((message) => { ... });method, we encountered an issue where the dialog appeared, displayed a loading indicator, and then closed immediately. Upon checking the logcat, we found no abnormal logs. However, we did notice a message containing the grant time, expiration time, and add-on details. Also, The OnComplete callback is never fired and no errors are thrown.To verify this information, we called the S2S API, but the response did not contain the add-on. We are uncertain as to why the dialog is closing immediately and would greatly appreciate any assistance.Thank you in advance.
I've never had an issue before the most recent Quest updates.Uploading new build .apk with .obb file sizes over 4.4gb total.When I try to get passed the first scene, the game's next scene will not load. This has never been an issue before and no lines of code have been changed.I was able to catch one of my fresh installs not properly installing. After I exited the game, the update button suddenly appeared even though it had already fully downloaded and installed the proper version number.This issue was confirmed by several players.I don't know what to do here. None of my new builds are allowing me to go passed the Main Menu even though it works flawlessly on PCVR. I suspect it has something to do with the .obb file not properly installing.I am in desparate need of help.
We are developing a colocation game for quest3 and some off them start updating to version 59.The users assign to those quest3 can´t loggin getting 0 as userId and OCApiEXception with the code 190 when requesting the user proof.We factory reset some quest3 without the actualization to v59 (v57) and use the same users in those equipments and they work just fine.What is the workaround?
Obviously it's possible, since the Unity editor has access to finger movement data during testing. But as far as I know, we lowly developers don't have access to finger tracking in PCVR at the moment, whether in Oculus Desktop or SteamVR, correct?I want to be wrong *SO BAD*. But assuming that's correct, are we going to get finger tracking on PCVR at some point the future, or should I stop hoping for that? thank you,-Chilton
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Hi All,I'm writing a standard app for Meta Quest2 with android studio, but when I run the app on meta quest, this running correctly but it's showed like a smartphone format. How I can change the layout of my app to resize automatically to all the space?Thanks.Pierre
Authentification request sends Oculus User ID: 0 even though all permissions are valid in developer dashbpard. My code: using Oculus.Platform;using Oculus.Platform.Models;using UnityEngine;public class UserIdentification : MonoBehaviour{private void Awake(){Oculus.Platform.Core.AsyncInitialize("227131****73792");}private void OnOculusPlatformInitialized(Message<string> message){if (message.IsError){Debug.LogError("Oculus Platform initialization failed: " + message.GetError().Message);}else{Debug.Log("Oculus Platform initialized successfully.");// You can now safely use Oculus Platform functions here.}}private void Start(){// Call the method to get the user informationGetUserName();}private void GetUserName(){// Request the currently logged-in user's informationUsers.GetLoggedInUser().OnComplete(GetLoggedInUserCallback);}private void GetLoggedInUserCallback(Message<User> message){if (!message.IsError){// Retrieve user informationUser user = message.Data;string userName
Is there an API to obtain a hidden area mesh stencil mask?
Hey! Title is pretty much the question: I'm not using an Unreal or Unity and I'm looking for ways to manually control throttling on my app as I'm GPU bound and not CPU bound, I would love to throttle CPU as much as possible to allocate maximum heat dispersion to GPU.
Anyone else playing with this?https://github.com/oculus-samples/Unreal-SharedSpaces
I am working on Shared Spatial Anchoring. It saves Successfully to the cloud. when I started OvrSpatialAnchor.share function, it shows "-1006 error code and operation failed". But I already added App Id and also granted permission for user id and user profile from app manager.
Is there a way to generate navmesh on the user's Scene Mesh? I am trying to move a Pawn around in the user's room by finding random points on the available navmesh, but the pawn is stuck in place.I do have dynamic navigation configured with a navigation invoker attached to the Pawn.Anyone had luck with using Navmesh on the Scene Mesh?
Hello,I'm trying to get Scene data, so following the tutorials, I wrote a script that waits for the scene to be loaded and then iterate over the SceneAnchors.It worked in one project. I took this c# script and moved it to another project, duplicated the bouncing ball demo scene and added my script there. My script is pointing to the OVRSceneManager that exists there in the bouncing ball scene.In the logs, with verbose on, I can see the scene is being loaded and finishes successfully, with the OVRSceneManager object but the SceneModelLoadedSuccessfully not being called in my object.This is in my codeif (_sceneManager == null){_sceneManager = FindObjectOfType<OVRSceneManager>();}VRDebugger.Log(" Scene Manager" + _sceneManager);_sceneManager.SceneModelLoadedSuccessfully += SceneModelLoaded;What am I doing wrong?
Hello!We are developing a VR Unity project and running into an issue when viewing on Quest 3. When looking at an object and moving your head left to right, the object (especially text) shakes back and forth an excessive amount. We've dialed in aliasing, so this appears to be a separate & different issue. Environment is otherwise performing well, but when getting close to logos and moving left to right, there seems to be a refresh rate and/or frame rate drop. This does not happen at a distance - only when getting closer. Any best practices/thoughts would be greatly appreciated. Project Details:Target platform is Quest 2 and Quest 3Unity 2022.3.7f1 with Android/UWP/Windows modulesXR Interaction KitXR Plug-in Management - Oculus Project Panel Settings (Images):Player settingsPlayer Settings 01 - https://app.box.com/s/szl1eti3qka0xjdq7cus04ya0vgc4eezPlayer Settings 02 - https://app.box.com/s/xxah3833ce29gwfaz829ap6skdkkafucPlayer Settings 03 - https://app.box.com/s/
when i try to buy something in my game it works fine and the menu shows up, but when anyone else try's to buy something it says insufficient permission. can anyone help?
I have to trigger the oculus screen recording feature from my Unity3D application.I need support in building a screen record with audio feature in Quest2.Tried multiple things but my last resort is to start the recording from the oculus inbuilt screen recorder but trigger it from in game.Help would be deeply appreciated.Thanks in advance.
I have added the metaXR plugin.Then in a VR Template project, I have then created a very basic pawn with a camera in it, two motion controllers and two oculus xr hand components and set the VRpawnclass in worldsettings.When I test in the editor with the VR preview I cannot see my hands.I've learned you have to be a developer - so I converted my account over to a dev account. Still no hands. Any help warmly welcomed. Thanks
In regards to this feature:https://developer.oculus.com/resources/try-before-you-buy/I'm curious about a few things:Can we tell from inside the game whether a user is in a trial period or has purchased the full game? We're developing in Unreal.What happens to the player when the timer expires? Are they immediately kicked out of the game, or do we have the ability to gracefully handle it? For example, if they're in a multiplayer game session, can we let them finish it before kicking them out?
I need to enable Spatial Data permissions for my app on Oculus Quest Pro. When I go to this menu from settings, the app does not appear. The app is obviously installed on the headset. What is going on?
Hey,I copied and am trying out the demo project from https://github.com/oculus-samples/Unity-SharedSpatialAnchorsEverything works fine, until I share the anchor. I can get two users to join the same room, a user can create an anchor, and the console says everything is working fine. The user can share the anchor, and the console says share was successful. However nothing happens for the other users. They do not see the anchor. Is there something the other users are supposed to do in order to find the anchor? I feel that there is something simple that I am just missing.
We've noticed bad reviews coming in because Quest 3 users aren't auto calibrated in our game, which uses a seated position. It works just fine on a Quest 1 and 2.Has anything changed on the Quest 3 regarding calibration that we're not aware of?Any help would be appreciated. We can't get our hands on a Quest 3 to test against unfortunately.Thank you!
I'm trying to make admin verification option under organization verification. I have tried to use the passport option and uploaded an image for my passport. Unfortunately, Meta have responded to me stating that they couldn't use my ID, although I have scanned my passport with a scanner to get the best image quality.
Literally the only thing I need is to turn on developer mode on my Quest 2 but seems like Meta literally refuses to accept any of my personal mobile numbers to activate 2FA. I've tried like anything at this point so I desperately ask if anyone is able to give me an invite :ddd
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